So I am learning 3D programming for 3 days now. I managed how to use VBOs, culling and other things.I store level data in chunks (16 x 16 x 16). I am generating a VBO for every chunk (not for every tile), i get rid of "unseen" faces of cubes.

If I simulate (using 25 chunks) the updating (recalculation of VBO) of all the chunks every 2 seconds, the application's emory use gets >500m in lass than 10 seconds.

I think that the bottleneck is my float[] declaration (the data passed to the FloatBuffer); i am declaring it as 16^3 * 6 (faces) * 4 (vertex per face) * 3 (x, y, z).As solution, i found using an ArrayList<Float> (so i can have dynamic size) significantly reduces the memory use, but i get very wierd results, apart from OpenGL errors that are making my app to start only sometimes :

NORMAL (HOW IT SHOULD BE)

WEIRD

Here are my Chunk classes (first is the one with float[], and second is the one with ArrayList):

Once the data is on the GPU there is no need to store it as fields anymore. You just end up storing it twice.

Remove the float[]/ArrayList fields and use local variables instead.Even better would be to add the data directly into the buffer.Even better than that, don't create loads of arrays that re exactly the same (faceArray and colorArray)

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